Hello, I am a bit new to smogon and this is my first thread, and I am wondering how this team looks like for a Standard OU tier.
The basic goal I had in mind while creating this team was getting stealth rocks up and then force some switch using pokemon that can heavily damage the opponent's pokemon or easily set up while the opponent's pokemon can't do much. The stealth rocks are not a must-have for me, but they do help put a toll on the opponent's switching.
Pokemon in the order of me picking them:
Ferrothorn,Azumarill,Heatran,Gengar,Dragonite,Machamp
this information is assuming that everything is LV 100.
And now the team members
First Pokemon: Ferrothorn
Ferrothorn (F) @ Shed Shell
Trait: Iron Barbs
EVs: 240 HP / 60 Def / 208 SDef
IVs: 0 Spd
Sassy Nature (+SDef, -Spd)
- Leech Seed (LS)
- Stealth Rock (SR)
- Protect
- Power Whip
The EVs are for Ferrothorn to survive 1 hit from a SAtt + natured, life orb holding, max SAtt Magnazone's HP Fire outside of Intense Sunlight, while maximizing physical bulk (not sure if there is a note-able physical threat it can endure)
Shed Shell is to escape Magnet pull Magnazone, trapping moves and future Shadow tag Chandelure. *shivers*
Leech Seed is for residual damage against opponents while healing my pokemon.
Stealth Rock ruins Focus Sashes, puts a cost on switching, and helps nab some KOs.
I usual use leech seed before stealth rock if I predict a switch so that the switched-in pokemon would receive damage in that same turn as opposed to no damage when they switch in before I set up stealth rock. LS also puts a timer on set-up pokemon that do not have RS (rapid spin) nor a recovery move.
If I get a LS on a pokemon that does not threaten me, I would use SR, but If the LS'ed pokemon can KO Ferrothorn, I would use protect to rack up LS residual damage (2 turns=1/4 HP w/o Lefties, 1/8 HP w/ Lefties). Protect also helps with scouting, but I would try to avoid using it on a set-up or switch.
Power Whip helps mess up any pokemon that is weak against grass or is physical frail.
in fact, in a match, Ferro faced off against a Fortress. my tactic was to LS Fort when he sets up SR and the likes, then protect the next turn to rack up Residual LS damage. then Fort would RS Ferro, but in the process get hurt by Ferro's iron bards. I guess Fort could set up alot of entry hazards but he would get considerably(sp?) hurt. I am not sure if Ferro could KO Fort WHILE SR are up.
I was planning to have slow Ferrothorn because a slow Ferrothorn is a good Ferrothorn, but that is mostly cause of Gyro Ball, which I skipped. Still good for Trick Room, but are there any merits for a 31 spd IV Ferrothorn?
Spare EVs:60 Def EVs
obviously I needed a Pokemon that could scare off the fire pokemon that would bully Ferrothorn, so i chose Azumarill cause she is not only the strongest physical water pokemon, but she also have a priority move.
Second Pokemon: Azumarill
Azumarill (F) @ Choice Band
Trait: Huge Power
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature (+Atk, -SAtk)
- Superpower
- Aqua Jet (AJ)
- Ice Punch (IP)
- Waterfall
EVs are to maximized Attack and mixed bulkiness. The 4 Spare EVs go to SDef to Prevent Download Porygon-Z from boosting it's SAtt; expect this method for every Def=Sdef pokemon.(I take this method from another person's Rate my Team thread)
Azumarill with Huge Power has the physical attack comparable to Ubers like Zekrom and Rayquaza, So Amumarill definitely can force some switches.
Choice Band(CB) is to maximize Azu's damage output. however, like all Choice item, good prediction is key for putting up a good fight.
Superpower is for I guess TTar and Normal type(I did not think about this move alot, but it's still solid move, right?)
Aqua Jet is the powerful priority move(comparable to an item-less techni-Scizor Bullet Punch, just with a better typing.)for KO-ing weaken pokemon or heavy damaging frail pokes.
Ice Punch for predicted lati-twins or anything weak against ice moves.
Waterfall for a stronger reliable STAB move, Although I have not used it on smogon yet...
Spare EVs: Any Attack, HP, or SDef EV I don't need.
I chose both Ferro and Azu when I began making this team, and they both are weak against a harsh Magnet Pokemon so I need a strong,yet, not frail fire pokemon..
Third pokemon:Heatran
Heatran (F) @ Air Balloon
Trait: Flash Fire
IVs: 31 HP / 30 Att / 30 Def / 31 SAtt / 31 SDef / 31 Spd
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Magma Storm
- Earth Power
- Taunt/Protect/Physical Anti-Chansey Move?
- Hidden Power [Ice]
The IVs are to get HP Ice while maintaining prefect Speed and maximum bulk. EVs to deal max damage and outspeed adamant Excadrill. (this was before I remembered that Excadrill is banned to Uber, so should I still speed-tie timid heatran or can I lower the speed to another number to increase a different stat?)
I chose Magma Storm cause I like to be different and it has its merits. (like KO-ing full HP Sturdy/Focus sasher by the end of the turn)
Earth Power seemed like a staple move for Heatran (counters grounded Heatran and fellow Steel types, Especially Magnazone).
The 3rd Slot is kind of Filler. Taunt for in case I have to Taunt an opponent. Protect to Rack up Residual Magma Storm Damage. I would like a Move that would deal with annoying Blissey switch-ins, I guess taunt helps a bit except against seimic toss, but what would good a good physical move against blissey(I would gladly change the nature to accomadate[sp?] the new move).
HP Ice cause the only other ice move I have is Ice Punch, and I guess it suprises(sp?) ground types.
Spare EVs: Any HP, SAtt, Spd EVs I don't need
ok, so Heatran takes on grass types that harass Azu and are only tickled by Ferro's Power whip, and heatran also gets boosted by the fire attacks that target Ferro.however, now I have 2 steel pokes that are weak against fighting moves,(that's enough steel types for one team) and I need a Spin-Blocker to protect the SR, so I need a ghost pokemon. but which one?
Fourth pokemon: Gengar
Gengar (M) @ Leftovers
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Disable
- Shadow Ball
- Focus Blast
Classic Special Sweeper EV spread +1 Hp
Gengar brings to the table a decent amount of helpful immunities and good synergy with other teammates.
substitute and disable work together to ideally Disable the opponent's best move against Gengar or perhap the only damaging move the opponent has.
Shadow Ball and Focus Blast provide excellent coverage together.
around this time I thought about some way to stop pokemon that already boosted, I thought about murkrow with haze,but he wouldn't really force many switches and would probably faint trying to haze away the boosts. I also pondered about dual screens, but that would allow the enemy to regroup and did not fit the switch-forcing nature of my team. I needed to keep up the offensive pressure. I thought "maybe I could use my own boosting pokemon, perhaps a dragon with DD, but who?"
Fifth Pokemon: Dragonite
Dragonite (F) @ Enigma Berry
Trait: Multiscale
EVs: 252 HP / 24 Def / 4 SDef / 228 Spd
Jolly Nature (+Spd, -SAtk)
- Dragon Dance (DD)
- Roost
- Dragon Claw
- Brick Break (BB)
I considered Dragonite's more Offensive Cousin Salamence for this team slot. The way I pictured it was that Salamence could get one DD and then Moxie increase his attack once for each KO he nabs, but I did not pictured Salamence getting more than 1 DD(except maybe around late game?) because Salamence not exactly bulky and at 1+ speed, he can still be outspeeded, plus I think Moxie+Roost is currently Illegal. now Dragonite knows DD,Roost, and Multiscale At the same Time,and can pull off the plan of get 1 DD, outspeed Opponent and use Roost when needed to abuse Multiscale and obtain more DD when possible until I am ready to Sweep (or maybe mini-sweep). Basicly, I chose multi-DD over a Single DD.
The Spd EVs allow Dragonite to outspeed certain speed tiers after some DDs.Examples:
1+ outspeeds unboosted base 140s(although electrode is not insanely popular in OU, I still don't want to paralyzed until I can attack.),speed tie 1+ base 77s
2+ outspeeds all unboosted OU Pokemon, 1+ Base 119s, speed tie 2+ Base 77s
3+ outspeeds 1+ Base 161s, 2+ Base 108s
4+ outspeed all 1+ OU Pokemon, 2+ Base 140
lets just stop there. at 1+ Dragonite is only outspeed by Ninjask Accelgor, and Scarfed pokemon; I don't think the bug types can do much to dragonite. at 2+ the only Scarfed pokes that outspeed dragonite are Base 120+ which I believe is rare cause 558 speed seem overkill when you already outspeed a good amount of the unboosted Metagame naturely, fearing only other scarfers. I guess I could face Scarfed Base 120+ but it seem quite rare and even if I did run into one,I would know it is scarfed and I would promptly switch to the proper counter, hopefully, without dragonite fainting/.
at 3+, Dragonite is outspeeding 1+ ninjask AND Rock Polished Jolly Terrakion ( don't forget I would most likely have 3+ attack too)
at 4+, FORGET About it!
The Remaining EVs was maximizing Dragonite's mixed Bulk.(but I am not sure if it can survive a note-able threat)(in fact, in a match, Dragonite managed to take a CBed Scizor's Bullet Punch while getting 1 DD, then slowly recover Back to full HP by Roosting while getting hit by Bullet Punch each turn[luckily, Dragonite was never critical-ed],then at full HP, Dragonite got a 2nd DD)
the Enigma berry helps dragonite roost back to full HP after being hit by a super effective move(you basicly have to do take out about 76% of Dragonite's HP [while she is at full HP, which is also when Multiscale is active]to prevent her from abusing Multiscale). the berry may even restore Dragonite's HP back to full(if it was a weak super effective move) or save Dragonite from a Super Effective multi-hit attack
DD allow Dragonite to boost itself into a powerful and speedy threat while roost and multiscale help it survive until the enemy misses or runs out of PP.
Dragon Claw is the reliable STAB move and BB is to hit all steel types for at least neutral damage.
Spare EVs: 252 HP, 24 Def, 4 SDef
ok, my team seems all right. I have one more slot left and I should try to include anything my team is missing. things I was looking for: Electric moves,ice moves, fighting moves. I guess thats all.I was consider drizzletoed to help Azu and Ferro, but it would hindered heatran, give my team 2 pokes weak against grass and electric moves, and would give those swift swimmers premanent rain, and would probably not give alot of new type coverage.
Final Pokemon: Machamp
Machamp (F) @ Expert Belt
Trait: Guts
EVs: 244 HP / 4 Atk / 240 Def / 16 SDef / 4 Spd
Impish Nature (+Def, -SAtk)
- Close Combat
- Bullet Punch
- ThunderPunch (TP)
- Ice Punch (IP)
Honestly, Machamp was kind a filler Pokemon. I wanted a Pokemon that had a Fighting and/or Electric and maybe an Ice attack. the other canadiates(sp?) were Zapdos, Jolteon and Raikou. I guess Machamp won cause he has a Fighting, Ice, and Electric move at once, Plus a Priority attack.
I also wanted a a fighting pokemon that was bulky on both sides.
actually, there are 2 EV spreads. the one above Maximizes attack while allowing Machamp to survive an Item-less Timid Azelf's Psychic AND 2 aerial aces from an adamant Life Orb-holding TTar and outspeed minimum speed Blissey. The 2nd EV spread (16/120/204/0/16/4) allows maximum Machamp's attack while allowing him to survive the above Azelf's psychic and a 1+ adamant life orb-holding TTar's Aerial Ace. the 1st Spread is more bulky while the 2nd Spread is more stronger.
I chose Guts cause all of the selected moves have 100% accuracy and allow Machamp to negate a burn's attack reduction and absorb status.
Expert belt is to increase damage without using Life orb cause if i attack with life orb after being hit by the above azelf's psychic, Machamp would faint and would be a waste.
Close Combat is a powerful Accurate STAB move. Bullet Punch= priority.
TP and IP are to increase my team's coverage and to punish predicted flying switch-ins
Spare EVs: pretty all of them, if you can think of a different EV spread that has some interesting Merits, I would listen. in fact, you could replace Machamp If you could think of a better Pokemon for this team.(Ideally replace ONLY Machamp)
so far I have won 3 out of 4 matches with this team
I am not sure what are my teams weaknesses(maybe a bulky QD Volcarona?).also, I realizes that things like entry hazards and damaging weather can mess up some of my pokemon's chances of barely survive a certain threat's attack. do I have a solution to that? I don't think...
well, that's all. so... Rate you Smoggateers... or Smoggies... or what have you.
Renwit355, Freezing out.
Importable data
Ferrothorn (F) @ Shed Shell
Trait: Iron Barbs
EVs: 240 HP / 60 Def / 208 SDef
Sassy Nature (+SDef, -Spd)
- Leech Seed
- Stealth Rock
- Protect
- Power Whip
Heatran (F) @ Air Balloon
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Magma Storm
- Earth Power
- Taunt
- Hidden Power [Ice]
Gengar (M) @ Leftovers
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Disable
- Shadow Ball
- Focus Blast
Dragonite (F) @ Enigma Berry
Trait: Multiscale
EVs: 252 HP / 24 Def / 4 SDef / 228 Spd
Jolly Nature (+Spd, -SAtk)
- Dragon Dance
- Roost
- Dragon Claw
- Brick Break
Machamp (F) @ Expert Belt
Trait: Guts
EVs: 244 HP / 4 Atk / 240 Def / 16 SDef / 4 Spd
Impish Nature (+Def, -SAtk)
- Close Combat
- Bullet Punch
- ThunderPunch
- Ice Punch
Azumarill (F) @ Choice Band
Trait: Huge Power
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature (+Atk, -SAtk)
- Superpower
- Aqua Jet
- Ice Punch
- Waterfall
The basic goal I had in mind while creating this team was getting stealth rocks up and then force some switch using pokemon that can heavily damage the opponent's pokemon or easily set up while the opponent's pokemon can't do much. The stealth rocks are not a must-have for me, but they do help put a toll on the opponent's switching.
Pokemon in the order of me picking them:
Ferrothorn,Azumarill,Heatran,Gengar,Dragonite,Machamp
this information is assuming that everything is LV 100.
And now the team members
First Pokemon: Ferrothorn
Ferrothorn (F) @ Shed Shell
Trait: Iron Barbs
EVs: 240 HP / 60 Def / 208 SDef
IVs: 0 Spd
Sassy Nature (+SDef, -Spd)
- Leech Seed (LS)
- Stealth Rock (SR)
- Protect
- Power Whip
The EVs are for Ferrothorn to survive 1 hit from a SAtt + natured, life orb holding, max SAtt Magnazone's HP Fire outside of Intense Sunlight, while maximizing physical bulk (not sure if there is a note-able physical threat it can endure)
Shed Shell is to escape Magnet pull Magnazone, trapping moves and future Shadow tag Chandelure. *shivers*
Leech Seed is for residual damage against opponents while healing my pokemon.
Stealth Rock ruins Focus Sashes, puts a cost on switching, and helps nab some KOs.
I usual use leech seed before stealth rock if I predict a switch so that the switched-in pokemon would receive damage in that same turn as opposed to no damage when they switch in before I set up stealth rock. LS also puts a timer on set-up pokemon that do not have RS (rapid spin) nor a recovery move.
If I get a LS on a pokemon that does not threaten me, I would use SR, but If the LS'ed pokemon can KO Ferrothorn, I would use protect to rack up LS residual damage (2 turns=1/4 HP w/o Lefties, 1/8 HP w/ Lefties). Protect also helps with scouting, but I would try to avoid using it on a set-up or switch.
Power Whip helps mess up any pokemon that is weak against grass or is physical frail.
in fact, in a match, Ferro faced off against a Fortress. my tactic was to LS Fort when he sets up SR and the likes, then protect the next turn to rack up Residual LS damage. then Fort would RS Ferro, but in the process get hurt by Ferro's iron bards. I guess Fort could set up alot of entry hazards but he would get considerably(sp?) hurt. I am not sure if Ferro could KO Fort WHILE SR are up.
I was planning to have slow Ferrothorn because a slow Ferrothorn is a good Ferrothorn, but that is mostly cause of Gyro Ball, which I skipped. Still good for Trick Room, but are there any merits for a 31 spd IV Ferrothorn?
Spare EVs:60 Def EVs
obviously I needed a Pokemon that could scare off the fire pokemon that would bully Ferrothorn, so i chose Azumarill cause she is not only the strongest physical water pokemon, but she also have a priority move.
Second Pokemon: Azumarill
Azumarill (F) @ Choice Band
Trait: Huge Power
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature (+Atk, -SAtk)
- Superpower
- Aqua Jet (AJ)
- Ice Punch (IP)
- Waterfall
EVs are to maximized Attack and mixed bulkiness. The 4 Spare EVs go to SDef to Prevent Download Porygon-Z from boosting it's SAtt; expect this method for every Def=Sdef pokemon.(I take this method from another person's Rate my Team thread)
Azumarill with Huge Power has the physical attack comparable to Ubers like Zekrom and Rayquaza, So Amumarill definitely can force some switches.
Choice Band(CB) is to maximize Azu's damage output. however, like all Choice item, good prediction is key for putting up a good fight.
Superpower is for I guess TTar and Normal type(I did not think about this move alot, but it's still solid move, right?)
Aqua Jet is the powerful priority move(comparable to an item-less techni-Scizor Bullet Punch, just with a better typing.)for KO-ing weaken pokemon or heavy damaging frail pokes.
Ice Punch for predicted lati-twins or anything weak against ice moves.
Waterfall for a stronger reliable STAB move, Although I have not used it on smogon yet...
Spare EVs: Any Attack, HP, or SDef EV I don't need.
I chose both Ferro and Azu when I began making this team, and they both are weak against a harsh Magnet Pokemon so I need a strong,yet, not frail fire pokemon..
Third pokemon:Heatran
Heatran (F) @ Air Balloon
Trait: Flash Fire
IVs: 31 HP / 30 Att / 30 Def / 31 SAtt / 31 SDef / 31 Spd
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Magma Storm
- Earth Power
- Taunt/Protect/Physical Anti-Chansey Move?
- Hidden Power [Ice]
The IVs are to get HP Ice while maintaining prefect Speed and maximum bulk. EVs to deal max damage and outspeed adamant Excadrill. (this was before I remembered that Excadrill is banned to Uber, so should I still speed-tie timid heatran or can I lower the speed to another number to increase a different stat?)
I chose Magma Storm cause I like to be different and it has its merits. (like KO-ing full HP Sturdy/Focus sasher by the end of the turn)
Earth Power seemed like a staple move for Heatran (counters grounded Heatran and fellow Steel types, Especially Magnazone).
The 3rd Slot is kind of Filler. Taunt for in case I have to Taunt an opponent. Protect to Rack up Residual Magma Storm Damage. I would like a Move that would deal with annoying Blissey switch-ins, I guess taunt helps a bit except against seimic toss, but what would good a good physical move against blissey(I would gladly change the nature to accomadate[sp?] the new move).
HP Ice cause the only other ice move I have is Ice Punch, and I guess it suprises(sp?) ground types.
Spare EVs: Any HP, SAtt, Spd EVs I don't need
ok, so Heatran takes on grass types that harass Azu and are only tickled by Ferro's Power whip, and heatran also gets boosted by the fire attacks that target Ferro.however, now I have 2 steel pokes that are weak against fighting moves,(that's enough steel types for one team) and I need a Spin-Blocker to protect the SR, so I need a ghost pokemon. but which one?
Fourth pokemon: Gengar
Gengar (M) @ Leftovers
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Disable
- Shadow Ball
- Focus Blast
Classic Special Sweeper EV spread +1 Hp
Gengar brings to the table a decent amount of helpful immunities and good synergy with other teammates.
substitute and disable work together to ideally Disable the opponent's best move against Gengar or perhap the only damaging move the opponent has.
Shadow Ball and Focus Blast provide excellent coverage together.
around this time I thought about some way to stop pokemon that already boosted, I thought about murkrow with haze,but he wouldn't really force many switches and would probably faint trying to haze away the boosts. I also pondered about dual screens, but that would allow the enemy to regroup and did not fit the switch-forcing nature of my team. I needed to keep up the offensive pressure. I thought "maybe I could use my own boosting pokemon, perhaps a dragon with DD, but who?"
Fifth Pokemon: Dragonite
Dragonite (F) @ Enigma Berry
Trait: Multiscale
EVs: 252 HP / 24 Def / 4 SDef / 228 Spd
Jolly Nature (+Spd, -SAtk)
- Dragon Dance (DD)
- Roost
- Dragon Claw
- Brick Break (BB)
I considered Dragonite's more Offensive Cousin Salamence for this team slot. The way I pictured it was that Salamence could get one DD and then Moxie increase his attack once for each KO he nabs, but I did not pictured Salamence getting more than 1 DD(except maybe around late game?) because Salamence not exactly bulky and at 1+ speed, he can still be outspeeded, plus I think Moxie+Roost is currently Illegal. now Dragonite knows DD,Roost, and Multiscale At the same Time,and can pull off the plan of get 1 DD, outspeed Opponent and use Roost when needed to abuse Multiscale and obtain more DD when possible until I am ready to Sweep (or maybe mini-sweep). Basicly, I chose multi-DD over a Single DD.
The Spd EVs allow Dragonite to outspeed certain speed tiers after some DDs.Examples:
1+ outspeeds unboosted base 140s(although electrode is not insanely popular in OU, I still don't want to paralyzed until I can attack.),speed tie 1+ base 77s
2+ outspeeds all unboosted OU Pokemon, 1+ Base 119s, speed tie 2+ Base 77s
3+ outspeeds 1+ Base 161s, 2+ Base 108s
4+ outspeed all 1+ OU Pokemon, 2+ Base 140
lets just stop there. at 1+ Dragonite is only outspeed by Ninjask Accelgor, and Scarfed pokemon; I don't think the bug types can do much to dragonite. at 2+ the only Scarfed pokes that outspeed dragonite are Base 120+ which I believe is rare cause 558 speed seem overkill when you already outspeed a good amount of the unboosted Metagame naturely, fearing only other scarfers. I guess I could face Scarfed Base 120+ but it seem quite rare and even if I did run into one,I would know it is scarfed and I would promptly switch to the proper counter, hopefully, without dragonite fainting/.
at 3+, Dragonite is outspeeding 1+ ninjask AND Rock Polished Jolly Terrakion ( don't forget I would most likely have 3+ attack too)
at 4+, FORGET About it!
The Remaining EVs was maximizing Dragonite's mixed Bulk.(but I am not sure if it can survive a note-able threat)(in fact, in a match, Dragonite managed to take a CBed Scizor's Bullet Punch while getting 1 DD, then slowly recover Back to full HP by Roosting while getting hit by Bullet Punch each turn[luckily, Dragonite was never critical-ed],then at full HP, Dragonite got a 2nd DD)
the Enigma berry helps dragonite roost back to full HP after being hit by a super effective move(you basicly have to do take out about 76% of Dragonite's HP [while she is at full HP, which is also when Multiscale is active]to prevent her from abusing Multiscale). the berry may even restore Dragonite's HP back to full(if it was a weak super effective move) or save Dragonite from a Super Effective multi-hit attack
DD allow Dragonite to boost itself into a powerful and speedy threat while roost and multiscale help it survive until the enemy misses or runs out of PP.
Dragon Claw is the reliable STAB move and BB is to hit all steel types for at least neutral damage.
Spare EVs: 252 HP, 24 Def, 4 SDef
ok, my team seems all right. I have one more slot left and I should try to include anything my team is missing. things I was looking for: Electric moves,ice moves, fighting moves. I guess thats all.I was consider drizzletoed to help Azu and Ferro, but it would hindered heatran, give my team 2 pokes weak against grass and electric moves, and would give those swift swimmers premanent rain, and would probably not give alot of new type coverage.
Final Pokemon: Machamp
Machamp (F) @ Expert Belt
Trait: Guts
EVs: 244 HP / 4 Atk / 240 Def / 16 SDef / 4 Spd
Impish Nature (+Def, -SAtk)
- Close Combat
- Bullet Punch
- ThunderPunch (TP)
- Ice Punch (IP)
Honestly, Machamp was kind a filler Pokemon. I wanted a Pokemon that had a Fighting and/or Electric and maybe an Ice attack. the other canadiates(sp?) were Zapdos, Jolteon and Raikou. I guess Machamp won cause he has a Fighting, Ice, and Electric move at once, Plus a Priority attack.
I also wanted a a fighting pokemon that was bulky on both sides.
actually, there are 2 EV spreads. the one above Maximizes attack while allowing Machamp to survive an Item-less Timid Azelf's Psychic AND 2 aerial aces from an adamant Life Orb-holding TTar and outspeed minimum speed Blissey. The 2nd EV spread (16/120/204/0/16/4) allows maximum Machamp's attack while allowing him to survive the above Azelf's psychic and a 1+ adamant life orb-holding TTar's Aerial Ace. the 1st Spread is more bulky while the 2nd Spread is more stronger.
I chose Guts cause all of the selected moves have 100% accuracy and allow Machamp to negate a burn's attack reduction and absorb status.
Expert belt is to increase damage without using Life orb cause if i attack with life orb after being hit by the above azelf's psychic, Machamp would faint and would be a waste.
Close Combat is a powerful Accurate STAB move. Bullet Punch= priority.
TP and IP are to increase my team's coverage and to punish predicted flying switch-ins
Spare EVs: pretty all of them, if you can think of a different EV spread that has some interesting Merits, I would listen. in fact, you could replace Machamp If you could think of a better Pokemon for this team.(Ideally replace ONLY Machamp)
so far I have won 3 out of 4 matches with this team
I am not sure what are my teams weaknesses(maybe a bulky QD Volcarona?).also, I realizes that things like entry hazards and damaging weather can mess up some of my pokemon's chances of barely survive a certain threat's attack. do I have a solution to that? I don't think...
well, that's all. so... Rate you Smoggateers... or Smoggies... or what have you.
Renwit355, Freezing out.
Importable data
Ferrothorn (F) @ Shed Shell
Trait: Iron Barbs
EVs: 240 HP / 60 Def / 208 SDef
Sassy Nature (+SDef, -Spd)
- Leech Seed
- Stealth Rock
- Protect
- Power Whip
Heatran (F) @ Air Balloon
Trait: Flash Fire
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Magma Storm
- Earth Power
- Taunt
- Hidden Power [Ice]
Gengar (M) @ Leftovers
Trait: Levitate
EVs: 4 HP / 252 SAtk / 252 Spd
Timid Nature (+Spd, -Atk)
- Substitute
- Disable
- Shadow Ball
- Focus Blast
Dragonite (F) @ Enigma Berry
Trait: Multiscale
EVs: 252 HP / 24 Def / 4 SDef / 228 Spd
Jolly Nature (+Spd, -SAtk)
- Dragon Dance
- Roost
- Dragon Claw
- Brick Break
Machamp (F) @ Expert Belt
Trait: Guts
EVs: 244 HP / 4 Atk / 240 Def / 16 SDef / 4 Spd
Impish Nature (+Def, -SAtk)
- Close Combat
- Bullet Punch
- ThunderPunch
- Ice Punch
Azumarill (F) @ Choice Band
Trait: Huge Power
EVs: 252 HP / 252 Atk / 4 SDef
Adamant Nature (+Atk, -SAtk)
- Superpower
- Aqua Jet
- Ice Punch
- Waterfall